King Jareth
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Everything posted by King Jareth
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I do use MFS, I'd missed the fact it does thrust correction. Oops.
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Seeing as no-one mentions it any more I'm getting confused. I've been running RSS with Ferrams ISP difficulty scaler* in Thrust correction mode only...is this "wrong" i.e. should I not be using it at all? * + DRE, KJR, FAS etc.
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I just launched a beast of a rocket with 6 stretchy SRBs on, got to a 300km Ap doing 5km/s then my parachutes exploded re-entering the atmosphere. I could not be happier.
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Soooo does this make Deadly Reentry deadly again? As far as I understand the 'problems' with that were the lack of speed and atmosphere depth. (I would test but I cant till the kids are in bed)
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In the root kethane folder there's a grid.cfg file that I think messes with this and is per body. But messing with it might mess up other kethane resources. Unless you mean number of hexes containing the resourse, thats defined in the resource definition under body depositcount = and the radius variables I think.
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Difficulty with Unity/KSP and textures
King Jareth replied to BryceSchroeder's topic in KSP1 Mod Development
Normally you dont need to point a cfg file at a texture, I believe it uses the ones the model file specifies, and the texture lines in a cfg file are to replace the texture stated in the model with another. So the error might be being caused by ksp getting confused trying to replace a texture with itself. -
There could be two resources on planets, a complete coverage generic samples worth low science and a high value targetted information for a more MSL style precision mission worth bonus science? Kethane mod maps are randomly generated with each new save as far as I know so can't be fixed to set locations.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
King Jareth replied to ialdabaoth's topic in KSP1 Mod Releases
Modulemanager.dll is not mod specific, the .cfg files are. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
King Jareth replied to ialdabaoth's topic in KSP1 Mod Releases
ialdabaoth wrote modulemanager.dll other mods use the file he made. If he says you should only have one copy of the file I think you should listen. -
You know I'm happy to have anything that utilises more EVAs. I meant to reply to this before but was on my phone.....then forgot. I like the idea of having to collect samples at spacific locations, our Mars landers dont drop out of the sky any old place and start digging up the ground (or atleast thats what were lead to believe ) and I think it could make science landings into far more of a callenging thing to do. The idea of scanning a planets surface for Kerbal scientists to find locations they want samples from then you have to engineer a solution to achieve it sounds interesting to me. But I'm just a hobbyist vertex-jockey and know nothing at all of that mysitical code voodoo and how much work this would slam at Teks feet (probably more than I'd think) without basically abandoning whats already been made and making it a mod of a mod if that makes sense.
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I'm in the middle of texturing some new sample collection parts right now. The rock drilling arm you've seen before but also an Atmosphere sample collector taking some inspiration from weather stations (the round bits will be fans once they get textured) and a liquid sampler which is kinda like a water farm from Dune Both parts animate packing away/deploying for easy transit to whichever corner of the kerbalverse you choose to take them to. I've started messing about with an IVA for the Orbital Lab bit I cant take a pic of it that makes sense in a still image so you'll have to wait till I get some in-game shots. A quick question though. I had an idea where the Kerbals wouldn't be in seats but instead floating about. I think I could then make a looped animation where they kind of bob about..the thing is they'll still do it in gravity which will look pretty silly. So would people rather have a cooler looking IVA that didn't make sense some of the time or have the Kerbals sat in chairs?
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Use of AutoCad for 3D Modelling
King Jareth replied to espm400's topic in KSP1 Modelling and Texturing Discussion
I started off making models in autocad (I've used it for 15 years) and importing them into Blender. They can be 'okay' as long as you extrude polygons rather than arcs/circles/ellipses but I've found it far far better to bite the bullet and learn how to use Blender to even a basic degree. Although I still sometimes catch myself thinking "I'd have done this ages ago in AutoCAD"...the cleanup once it was in Blender would make me a sad panda. -
[WIP] FLEXrack - Portable Payload Racks
King Jareth replied to nothke's topic in KSP1 Mod Development
I'd also be interested in trying to fit the modules into Tek Sample Collection. -
Put the 'KAS' folder (and anything in it) from the zip file into your KSP 'GameData' folder and job done. Just drag n drop it. The Source folder is a requirement for KSP mods I believe to supply the source code for anything you put in a mod. So you should have .../KSP/GameData/KAS .../KSP/GameData/KAS/Parts .../KSP/GameData/KAS/Plugins .../KSP/GameData/KAS/Sounds .../KSP/GameData/KAS/Source (you can delete this if you want) .../KSP/GameData/KAS/Textures
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Dragon Rider Capsule [0.23 (2/14/14)
King Jareth replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
In Action Groups in the VAB you can add actions to the Gear button (I just made mine deploy solar panels to test it). -
This could be fudged, I think, if samples were a Kethane mod based resource. Each planet having multiple deposits but with a very low amount per deposit so you'd very quickly deplete an area and have to move to another to get more useful samples. It'd mean requiring another mod though (says the man constantly pimping other mods) and I think Teks happy coding his own stuff right now which I can totally understand. RE Misson Commander...er... missions, one of the mission goals can be resource based so it'd be easy to make a mission to collect x amount or Mun rock or whatever either maned or remote and/or include a land on Kerbal finishing goal.
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Just come back from a Mun trip I started yesterday, first time using Deadly reentry with FAR, Ioncross and Ampyear. Finally touched down with 10 power left, no ablation on the heatshield (it ran out at about 20km up) and less than 1 CO2 capacity left after hitting 5km up still doing 280m/s with the 'cute popped. A quick EVA found every component in "severe" damage. So that was intense. edit - Not sure ridiculousMaxTemp is working though, all my mod parts are showing their original maxtemps in the VAB but all the @PART changes in the config are getting applied as far as I can see.